Make game-ready 3D props in minutes, with no 3D experience needed.
Pick a tree, palm, bush, flower, patch of grass, cactus or rock, shape it with plain sliders, and export it for your game engine, painted or low-poly, lit or toon-shaded. It's a focused desktop tool for props, not a replacement for Blender.
Download for Windows or Mac · What's new
- Start from a preset: over 100 of them, from broadleaf trees, palms, conifers and fantasy trees to bushes, ferns, flowers, grass, cacti, boulders and cliffs.
- Cartoon and Comic looks: see your prop under toon shading, with soft bands of light or flat colours and bold ink lines, and export it to match, with ready-made Godot materials.
- Low-poly in one click: switch any prop to big flat faces, each one colour. It's the same prop, so your changes carry over.
- Find the one you want: Show me more puts nine versions of your prop side by side. Click one to use it, or tick several and export them all.
- Make it yours: drag a slider or type a value, and the prop updates live. Click a branch or a leaf clump to change just that part, move it, or turn a branch around its base, and undo anything.
- See it in a real place: stand your prop in the Meadow or Grove demo scene, with a person beside it for scale, to judge it before it goes in your game.
- See it move: turn on Wind to watch your prop sway in the view, as the engine kits will move it, from a calm day to a storm.
- Export for games: each prop comes as GLB files with detail levels (LOD) and simple collision shapes, which you can see in the view first, checked against a face budget. Over budget? Make it fit lowers the controls that cost the most, in one step you can undo.
- Wind built in: trees and plants carry wind data in their second UV set, slow sway and fast flutter, so they can move in your engine at almost no cost.
- Engine kits: Save kit… in Export writes what your engine needs for that wind: ready-made shaders for Godot, and step-by-step material instructions for Unreal.
- Export many at once: batch-export presets, saved props and random variations, with all of Export's choices, into a folder of their own.
- Your props, kept safe: every saved prop on a page of its own, with a bin for anything removed. Back them up to a file, to a folder once a day, or to your own S3-compatible cloud storage (Cloudflare R2, Backblaze B2, Amazon S3, MinIO and others) after every change, and bring them back on any computer.
| Target | How |
|---|---|
| Unreal | Choose Engine: Unreal in Export and save the kit, then follow the Unreal guide |
| Godot | Choose Engine: Godot in Export and save the kit, then follow the Godot guide |
| Blender and other tools | Choose Plain GLB in Export |
Download the Windows installer or Mac DMG from Releases.
The builds aren't signed yet, so the first launch shows a warning:
- Windows: choose More info > Run anyway.
- Mac: drag the app to Applications and try to open it, then choose System Settings > Privacy & Security > Open Anyway.
You need Go 1.26 or later, Node.js, pnpm, golangci-lint and the
Wails 3 CLI, at the version in go.mod:
go install github.com/wailsapp/wails/v3/cmd/wails3@v3.1.0. wails3 doctor should
report success. On Windows, choco install make provides make, and it also needs Git
for Windows in its default folder.
make install # Install frontend packages and git hooks, first time only
make dev # Run the app with hot reload
make build # Build the app into bin
make test # Run the Go and frontend tests
make lint # Run every lint, needs golangci-lint
make check # Run every lint, test and build check
make release # Build whichever installer this computer can makemake installer builds the Windows installer (needs NSIS), and make dmg builds the
Mac disk image and the zip a Mac updates itself from (needs a Mac). Both go to build/dist. Run make to list every task.
Add the new version to CHANGELOG.md, and set it in build/config.yml and in
APP_VERSION in frontend/src/core/export/export-preferences.ts. Run
wails3 task common:update:build-assets to copy it into the Windows and Mac build files,
then push. There are two ways to
release, and both build the installers on GitHub and attach them to the release:
- Automatic: publish a GitHub Release tagged
vX.Y.Z. - Manual: run the Release Installers workflow under Actions, and enter the tag and platform. It creates the release from the chosen branch if it doesn't exist yet, and otherwise rebuilds it and replaces its installers. This also gets you a DMG without a Mac.
The tag has to match the version, or the run stops before building anything.
Wails (Go) for the desktop shell, React and TypeScript for the interface, and Three.js
for the 3D view. Go only handles files, native dialogs and app updates: geometry, editing and export
all live in TypeScript under frontend/src.
Bug reports, ideas and pull requests are welcome. Open an issue, or read CONTRIBUTING.md to get started.






